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WebAn implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4. - PBR/pbr.hlsl at master · Nadrin/PBR WebReferences [1] Real-Time Polygonal-Light Shading with Linearly Transformed Cosines, ACM Siggraph '16, LTC.pdf [2] Real-Time Area Lighting: a Journey from Research to Production, presentation slides by Stephen Hill: s2016_ltc_rnd.pdf [3] Real-Time Polygonal-Light Shading with Linearly Transformed Cosines, presentationslides by Eric Heitz: slides.pdf WebIn Proc. of SIGGRAPH ’93, 279–288. Google ScholarDigital Library 10. Crow, F. 1977. Shadow Algorithms for Computer Graphics. Computer Graphics (Proc. of SIGGRAPH ’77) (July), 242–248. Google ScholarDigital Library 11. Crow, F. C. 1984. Summed-Area Tables for Texture Mapping. Computer Graphics (Proc. of SIGGRAPH ’84), 207–212. eric deibel eaton county